##EFFECT TESTS
#import unittest
#
#import game.effects.models as e
#import game.combat.models as c
#
#class baseEffectTest(unittest.TestCase):
#	def setUp(self):
#		self.statMod = e.StatModifier.objects.create(name='test')
#		self.effect = e.SingleEffect.objects.create(name ='test effect', 
#			content_object = self.statMod)
#	def tearDown(self):
#		e.StatModifier.delete(self.statMod)
#		e.SingleEffect.delete(self.effect)
#	def runTest(self): pass
#		
#	def testStat(self):
#		self.assertEquals(self.effect.getStat('test'), 1)
#		self.assertEquals(self.effect.getStat('bad'), 0)
#		self.assertEquals(self.effect.getStat(True), 0)
#	
#	def testStatCollection(self):
#		self.efc=e.EffectCollection.objects.create()
#		self.dummyeffect=e.SingleEffect.objects.create(name='bad')
#		self.efi1=e.EffectInstance.objects.create(effect=self.effect, 
#				effectCollection= self.efc)
#		self.efi2=e.EffectInstance.objects.create(effect=self.effect, 
#				effectCollection= self.efc)
#		self.efi3=e.EffectInstance.objects.create(effect=self.dummyeffect,
#				effectCollection = self.efc)
#		self.assertEquals(self.efc.getStat('test'), 2)
